#include common_scripts\utility;
#include maps\_utility;
#include maps\_anim;
#using_animtree( "generic_human" );

main()
{
	bodyAnims();
	dialogueAnims();
}

bodyAnims()
{
	// CQB

	// Patrol
	level.scr_anim["generic"]["patrol_walk"]			= %patrol_bored_patrolwalk;
	level.scr_anim["generic"]["patrol_walk_twitch"]		= %patrol_bored_patrolwalk_twitch;
	level.scr_anim["generic"]["patrol_stop"]			= %patrol_bored_walk_2_bored;
	level.scr_anim["generic"]["patrol_start"]			= %patrol_bored_2_walk;
	level.scr_anim["generic"]["patrol_turn180"]			= %patrol_bored_2_walk_180turn;

	level.scr_anim["generic"]["patrol_idle_1"]			= %patrol_bored_idle;
	level.scr_anim["generic"]["patrol_idle_2"]			= %patrol_bored_idle_smoke;
	level.scr_anim["generic"]["patrol_idle_3"]			= %patrol_bored_idle_cellphone;
	level.scr_anim["generic"]["patrol_idle_4"]			= %patrol_bored_twitch_bug;
	level.scr_anim["generic"]["patrol_idle_5"]			= %patrol_bored_twitch_checkphone;
	level.scr_anim["generic"]["patrol_idle_6"]			= %patrol_bored_twitch_stretch;

	level.scr_anim["generic"]["patrol_idle_smoke"]		= %patrol_bored_idle_smoke;
	level.scr_anim["generic"]["patrol_idle_stretch"]	= %patrol_bored_twitch_stretch;

	// Bridge
	level.scr_anim["driver"]["patrol_walk"]			= %patrol_bored_patrolwalk;
	level.scr_anim["passenger"]["patrol_walk"]			= %patrol_bored_patrolwalk;
	level.scr_anim["driver"]["talking_loop"][0]		= %ch_oki3_tableguys_guy1_loop;
	level.scr_anim["passenger"]["talking_loop"][0]		= %ch_oki3_tableguys_guy2_loop;

	// Boat
	/*
	level.scr_anim["generic"]["boat_reaction"]		 = %ch_makinraid_outro_raft_jumpin_guy1_reaction;
	level.scr_anim["generic"]["boat_calm"][0]			 = %ch_makinraid_outro_raft_jumpin_guy1_calm;
	level.scr_anim["generic"]["exit"] 						= %ch_makinraid_raft_exit_guy1;

	level.scr_anim["generic"]["boat_reaction"]		 = %ch_makinraid_outro_raft_jumpin_guy2_reaction;
	level.scr_anim["generic"]["boat_calm"][0]			 = %ch_makinraid_outro_raft_jumpin_guy2_calm;
	level.scr_anim["generic"]["exit"] 						= %ch_makinraid_raft_exit_guy2;

	level.scr_anim["generic"]["boat_reaction"]		 = %ch_makinraid_outro_raft_jumpin_guy3_reaction;
	level.scr_anim["generic"]["boat_calm"][0]			 = %ch_makinraid_outro_raft_jumpin_guy3_calm;
	level.scr_anim["generic"]["exit"] 						= %ch_makinraid_raft_exit_guy3;
	*/

	level.scr_anim["generic"]["boat_reaction"]		 = %ch_makinraid_outro_raft_jumpin_guy4_reaction;
	level.scr_anim["generic"]["boat_calm"][0]			 = %ch_makinraid_outro_raft_jumpin_guy4_calm;
	level.scr_anim["generic"]["exit"] 						= %ch_makinraid_raft_exit_guy4;

	// Special Boat Case For Roebuck
	level.scr_anim["roebuck"]["boat_reaction"]		 = %ch_makinraid_outro_raft_jumpin_guy1_reaction;
	level.scr_anim["roebuck"]["boat_calm"][0]			 = %ch_makinraid_outro_raft_jumpin_guy1_calm;
	level.scr_anim["roebuck"]["exit"] 						= %ch_makinraid_raft_exit_guy1;

	// Special Boat Case For Sullivan
	level.scr_anim["sullivan"]["boat_reaction"]		 = %ch_makinraid_outro_raft_jumpin_guy3_reaction;
	level.scr_anim["sullivan"]["boat_calm"][0]			 = %ch_makinraid_outro_raft_jumpin_guy3_calm;
	level.scr_anim["sullivan"]["exit"] 						= %ch_makinraid_raft_exit_guy3;

	// Special Boat Case For Polonksy
	level.scr_anim["polonsky"]["boat_reaction"]		 = %ch_makinraid_outro_raft_jumpin_guy2_reaction;
	level.scr_anim["polonsky"]["boat_calm"][0]			 = %ch_makinraid_outro_raft_jumpin_guy2_calm;
	level.scr_anim["polonsky"]["exit"] 						= %ch_makinraid_raft_exit_guy2;

	// Execution Scene
	level.scr_anim["execution_patroller"]["execution_idle"][0] = %ch_berlin2_intro_guy1_hold;
	level.scr_anim["generic"]["execution_idle"][0] = %ch_berlin2_intro_guy2_hold;
	level.scr_anim["sullivan"]["execution_idle"][0] = %ch_berlin2_intro_guy3_hold;
	level.scr_anim["polonsky"]["execution_idle"][0] = %ch_berlin2_intro_guy4_hold;

	level.scr_anim["execution_patroller"]["execute"] = %ch_berlin2_intro_guy1;
	level.scr_anim["generic"]["execute"] = %ch_berlin2_intro_guy2;
	level.scr_anim["sullivan"]["execute"] = %ch_berlin2_intro_guy3;
	level.scr_anim["polonsky"]["execute"] = %ch_berlin2_intro_guy4;

	addNotetrack_dialogue( "generic", "dialog", "execute", "MAK1_IGD_004A_PLOG" );
	addNotetrack_dialogue( "generic", "dialog", "execute", "MAK1_IGD_117A_PAYE" );
	addNotetrack_dialogue( "sullivan", "dialog", "execute", "PEL1_IGD_103A_SULL" );
	addNotetrack_dialogue( "sullivan", "dialog", "execute", "MAK1_IGD_028A_SULL_A" );
	addNotetrack_dialogue( "polonsky", "dialog", "execute", "PEL2_IGD_055A_POLO" );
	addNotetrack_dialogue( "polonsky", "dialog", "execute", "PEL1_IGD_015A_POLO" );
	addNotetrack_dialogue( "polonsky", "dialog", "execute", "PEL2_IGD_074A_POLO" );
	addNotetrack_dialogue( "polonsky", "dialog", "execute", "PEL2_IGD_081A_POLO_A" );
	addNotetrack_customFunction( "sullivan", "fire", maps\camp_assault_event1::bulletShotFX, "execute" );
	addNotetrack_sound( "sullivan", "fire", "execute", "weap_m1garand_fire" );
}

dialogueAnims()
{
	// Boat Dialogue
	level.scr_sound["roebuck"]["orders"] = "Oki2_IGD_002A_ROEB";
	level.scr_sound["roebuck"]["check"] = "Oki3_IGD_202A_ROEB";
	level.scr_sound["polonsky"]["look"] = "Pel1A_IGD_123A_POLO";
	level.scr_sound["generic"]["head_down"] = "Pel1_IGD_308A_USR1";
	level.scr_sound["roebuck"]["eyes_open"] = "Pel2_OUT_005A_ROEB";

	// Bridge Dialogue
	level.scr_sound["driver"]["JA_0_reaction_casualty_generic"] 		 = "JA_0_reaction_casualty_generic";
	level.scr_sound["passenger"]["JA_0_threat_direction_nthwest"] 		 = "JA_0_threat_direction_nthwest";
	level.scr_sound["driver"]["JA_0_cough_medium"] 		 = "JA_0_cough_medium";
	level.scr_sound["driver"]["JA_3_threat_direction_nthwest"] 		 = "JA_3_threat_direction_nthwest";
	level.scr_sound["passenger"]["JA_3_status_check"] 		 = "JA_3_status_check";
	level.scr_sound["passenger"]["JA_3_direction_relative_northwest"] 		 = "JA_3_direction_relative_northwest";
	level.scr_sound["driver"]["JA_2_status_response"] 		 = "JA_2_status_response";

	// On Beach Dialogue
	level.scr_sound["sullivan"]["on_your_toes"] 		 = "Mak1_IGD_016A_SULL";
	level.scr_sound["generic"]["ever_seen_banzai"] 		= "Mak1_IGD_017A_PHIL";
	level.scr_sound["generic"]["a_what"] 				= "Mak1_IGD_019A_PSOU";
	level.scr_sound["generic"]["a_banzai"] 				= "Mak1_IGD_018A_PHIL";
	level.scr_sound["generic"]["crazy_tactic"] 			= "Mak1_IGD_020A_PHIL";
	level.scr_sound["roebuck"]["shhh"] 						= "Mak1_IGD_021A_ROEB";
	level.scr_sound["sullivan"]["hear_something"]		 = "Mak1_IGD_022A_SULL";
	level.scr_sound["roebuck"]["stick_with_me"] 						= "MAK1_IGD_100A_ROEB";
	level.scr_sound["sullivan"]["come_here"] = "Pel1_INT_104A_SULL";
}